Rework how a game starts: dev mode, a bare opening, and fleet growth
Adds a Dev Mode entry to the main menu and takes the play-testing
conveniences out of a normal game, which turn out to be the same change
from two directions.
DEV MODE. Banks 2000 of every resource, grants 500 research points, and
plants one of each planet type in the chunks around the spawn. Built ON TOP
of reset_new_game() rather than beside it, so a dev game is a normal game
plus a stock rather than a second definition of "fresh game" to keep in
sync. Offered only when running from Godot - OS.has_feature("editor"), the
tag an export clears - as is the map editor. Hidden AND guarded: pressing
either anyway is refused, because visibility is presentation and the rule is
the rule.
The menu now lays its stack out in code. Hiding two of four entries with
scene-authored offsets would leave holes in a shipped build - the same
failure the HUD columns had - so it measures the entries that actually exist
and centres on them.
A NORMAL GAME NOW HANDS OVER NOTHING. No 500 banked ore (removed from both
reset_new_game and the autoload's own default, so the two cannot disagree),
and no gas giant guaranteed in the origin chunk. Both were play-testing
conveniences that had become part of the real world's shape: every player
got the same landmark in the same place. Play-testing wanted all four planet
types anyway, and a normal game wanted none of them - different needs, now
different mechanisms.
WorldGen cannot read GameState back (an autoload is not resolvable as a
global identifier that early, the hazard PlanetSetups.gd already works
around), so GameState.dev_mode's setter PUSHES the flag down. World
generation stays static and dependency-free, GameState stays the single
source of truth, and dev planting is applied after every rng draw so a dev
world and a normal one differ only in those four chunks.
FLEET SIZE. BASE_FLEET_SIZE was doing two jobs - how many slots exist AND
how many ships you start with - which forced a new game to open with a full
fleet, leaving the first ship crafter nothing to do. Split into
BASE_FLEET_SIZE (3 slots) and STARTING_SHIP_COUNT (1 vessel), so the opening
has two empty slots to fill. A third copy of the old value turned up in
PlanetAtmosphereController, hardcoded as spawn_ships(5) and silently
degraded into "however many slots exist" once max_fleet_size() clamped it.
The doctrine branch now runs 3 -> 10 slots. Wing (30 -> 15) and Squadron
(70 -> 35, 2 -> 1 points) are cut hardest: they are no longer a mid-game
luxury but the ordinary way out of the opening, and pricing them as a luxury
made the early game feel stuck. Armada follows at 90/2. Two new tiers,
Battlegroup and Grand Fleet, grant +2 each - seven single-vessel nodes in
one lane would be a long monotonous chain for a branch that only ever does
one thing. DEFAULT_FORMATION grows to 10 slots, because max_fleet_size()
clamps to its length and a doctrine past that would charge real resources
for nothing; test_fleet_growth.gd asserts that invariant directly.
TEST FALLOUT, all of it from the deliberate change rather than a defect:
- Tests that silently inherited the old 5-ship default now ask for the fleet
they need. Several had to crew it from their first frame rather than
_initialize(), where the engine's deferred tree-entry finalization undoes
it - the same hazard those tests already documented for set_process(false).
- test_planet_landing_proximity and test_return_position_matches_planet take
the FIRST chunk holding a planet and land there. The guaranteed gas giant
had been masking that this can now be a black hole, which destroys ships on
contact. They exclude it, and clear the asteroids the field already placed.
- test_pivot_controls measured rotation with angle_difference, which wraps at
+/-pi, so a hold that turned a full circle read as no rotation. Latent
flakiness that only ever showed under load; it now reads the controller's
unwrapped pivot_hold_amount.
- test_research_points was failing on ore, not points: can_unlock() checks
the ore price too, and a fresh game banks nothing now.
- test_gas_system's "a reachable gas source near the spawn" premise moved to
dev mode, which is where that guarantee now lives.
Full suite green at 97/97.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
6a62b6f5f8
commit
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19 changed files with 663 additions and 35 deletions
64
WorldGen.gd
64
WorldGen.gd
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@ -29,12 +29,42 @@ const BLACK_HOLE_CHANCE: float = 0.05
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# research points had become to progression.
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const RESEARCH_LAB_CHANCE: float = 0.16
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# A predictable early gas source for play-testing. The origin chunk is
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# deterministically normal space. Its explicit in-chunk position puts it
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# roughly 1,080 world units from a fresh fleet: easy to reach, but not
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# sitting on the spawn.
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const NEARBY_GAS_GIANT_CHUNK: Vector2i = Vector2i.ZERO
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const NEARBY_GAS_GIANT_LOCAL_POS: Vector2 = Vector2(900.0, 600.0)
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# DEV MODE ONLY: one of every planet type, parked in the chunks immediately
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# around the spawn so all four can be reached in seconds.
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#
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# This replaces the guaranteed gas giant that used to sit in the origin
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# chunk for every game. That was a play-testing convenience which had become
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# part of the real world's shape - every player got the same landmark in the
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# same place, and the surrounding space was generated as if it were normal.
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# Play-testing wants ALL the planet types to hand, not just gas, and a
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# normal game wants none of them handed over; those are different needs and
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# they now have different mechanisms.
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#
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# The local positions keep each planet off the spawn point itself: a fresh
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# fleet starts at world origin, which is the top-left corner of chunk (0,0).
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const DEV_PLANET_CHUNKS: Dictionary = {
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Vector2i(0, 0): PLANET_DEFINITIONS.GAS_GIANT_ID,
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Vector2i(1, 0): PLANET_DEFINITIONS.ROCKY_ID,
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Vector2i(0, 1): PLANET_DEFINITIONS.RESEARCH_LAB_ID,
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Vector2i(1, 1): PLANET_DEFINITIONS.BLACK_HOLE_ID,
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}
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const DEV_PLANET_LOCAL_POS: Vector2 = Vector2(600.0, 600.0)
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# Dev mode plants a fixed set of planets; a normal game must not see them.
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#
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# PUSHED here by GameState.dev_mode's setter rather than read back out of the
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# autoload. World generation is deliberately dependency-free - it is static,
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# seeded purely by chunk coordinates, and callable from anywhere - and an
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# autoload cannot be named from here anyway: `GameState` is not resolvable as
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# a global identifier this early, the same load-order hazard PlanetSetups.gd
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# and PlanetSurfaceController.gd already work around. GameState.dev_mode
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# stays the single source of truth; this is its mirror.
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static var dev_planets_enabled: bool = false
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static func _dev_planets_active() -> bool:
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return dev_planets_enabled
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static var _noise: FastNoiseLite
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static var _planet_noise: FastNoiseLite
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@ -76,7 +106,7 @@ static func biome_at_chunk(chunk: Vector2i) -> int:
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static func has_planet_at_chunk(chunk: Vector2i) -> bool:
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if chunk == NEARBY_GAS_GIANT_CHUNK:
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if _dev_planets_active() and DEV_PLANET_CHUNKS.has(chunk):
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return true
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var n: float = _get_planet_noise().get_noise_2d(float(chunk.x), float(chunk.y))
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return (biome_at_chunk(chunk) == Biome.ASTEROID_FIELD and n > PLANET_THRESHOLD) or (biome_at_chunk(chunk) == Biome.SPACE and n > GAS_GIANT_THRESHOLD)
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@ -92,8 +122,9 @@ static func planet_data_at_chunk(chunk: Vector2i) -> Dictionary:
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# can never drift out of sync with each other.
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = hash(chunk)
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var guaranteed_nearby_giant: bool = chunk == NEARBY_GAS_GIANT_CHUNK
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var local_pos: Vector2 = NEARBY_GAS_GIANT_LOCAL_POS if guaranteed_nearby_giant \
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var forced_definition_id: String = String(DEV_PLANET_CHUNKS.get(chunk, "")) \
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if _dev_planets_active() else ""
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var local_pos: Vector2 = DEV_PLANET_LOCAL_POS if not forced_definition_id.is_empty() \
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else Vector2(rng.randf() * CHUNK_SIZE, rng.randf() * CHUNK_SIZE)
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var shape_seed: int = rng.randi()
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# Drawn unconditionally, in the same fixed position every call,
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@ -105,15 +136,20 @@ static func planet_data_at_chunk(chunk: Vector2i) -> Dictionary:
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var research_lab_roll: float = rng.randf()
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# A stable per-chunk roll makes gas giants persistent landmarks rather
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# than a different resource whenever the scene reloads.
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var gas_giant: bool = guaranteed_nearby_giant or biome_at_chunk(chunk) == Biome.SPACE
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var gas_giant: bool = biome_at_chunk(chunk) == Biome.SPACE
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var definition_id: String = PLANET_DEFINITIONS.GAS_GIANT_ID if gas_giant else PLANET_DEFINITIONS.ROCKY_ID
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# A rare third outcome, seeded the same deterministic way as everything
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# else here. Never overrides the guaranteed early gas giant landmark -
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# that chunk's whole purpose is to always be the same reachable source.
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if not guaranteed_nearby_giant and black_hole_roll < BLACK_HOLE_CHANCE:
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# else here.
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if black_hole_roll < BLACK_HOLE_CHANCE:
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definition_id = PLANET_DEFINITIONS.BLACK_HOLE_ID
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elif not guaranteed_nearby_giant and research_lab_roll < RESEARCH_LAB_CHANCE:
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elif research_lab_roll < RESEARCH_LAB_CHANCE:
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definition_id = PLANET_DEFINITIONS.RESEARCH_LAB_ID
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# Dev mode's fixed planting wins over every roll above. Applied last, and
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# AFTER all the rng draws, so switching it on cannot shift which random
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# values any other chunk consumes - a dev world and a normal one differ
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# only in these four chunks.
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if not forced_definition_id.is_empty():
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definition_id = forced_definition_id
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var definition: Resource = PLANET_DEFINITIONS.get_definition(definition_id)
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var names: PackedStringArray = definition.names
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var planet_name: String = names[rng.randi() % names.size()]
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